CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id cf2005_1_64_168
id cf2005_1_64_168
authors ACHTEN Henri
year 2005
title Resolving some Ambiguities in Real-time Design Drawing Recognition by means of a Decision Tree for Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 311-320
summary In this paper, we present a theoretical study on automated understanding of the design drawing. This can lead to design support through the natural interface of sketching. In earlier work, 24 plan-based conventions of depiction have been identified, such as grid, zone, axial system, contour, and element vocabulary. These are termed graphic units. Graphic units form a good basis for recognition of drawings as they combine shape with meaning. We present some of the theoretical questions that have to be resolved before an implementation can be made. The contribution of this paper is: (i) identification of domain knowledge which is necessary for recognition; (ii) outlining combined strategy of multi-agent systems and online recognition; (iii) functional structure for agents and their organisation to converge on sketch recognition.
keywords multi-agent system, decision tree, pattern recognition, sketch
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia05_170
id acadia05_170
authors Barker, Daniel and Dong, Andy
year 2005
title A Representation Language for a Prototype CAD Tool for Intelligent Rooms
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 170-183
doi https://doi.org/10.52842/conf.acadia.2005.170
summary Intelligent rooms are a type of intelligent environment which enhance ordinary activities within the confines of a room by responding to human interaction using pervasive and ubiquitous computing. In the design of intelligent rooms, the specification of how the intelligent room enacts intelligent behavior through computational means is as integral as the geometric description. The self-aware and context-aware capabilities of intelligent rooms extend the requirements for computer-aided design tools beyond 3D modeling of objects. This article presents a Hardware as Agents Description Language for Intelligent Rooms (HADLIR) to model hardware in an intelligent room as “hardware agents” having sensor and/or effector modalities with rules and goals. End-users describe intelligent room hardware as agents based on the HADLIR representation and write agent rules and goals in Jess for each hardware component. This HADLIR agent description and the requisite software sensors/effectors constitute “hardware agents” which are instantiated into a multi-agent society software environment. The society is then bridged to either a virtual environment to prototype the intelligent room or to microelectronic controllers to implement a physical intelligent room. The integration illustrates how the HADLIR representation assists in the design, simulation and implementation of an intelligent room and provides a foundation technology for CAD tools for the creation of intelligent rooms.
series ACADIA
email
last changed 2022/06/07 07:54

_id ijac20053104
id ijac20053104
authors Fischer, Thomas
year 2005
title Teaching Programming for and with Microcontroller-Enhanced Physical Models
source International Journal of Architectural Computing vol. 3 - no. 1, 57-74
summary As processes of use, interaction and transformation take center stage in various fields of design, electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they can be expected to play an important role in the development of new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects involves skills outside the traditional domains of expertise of designers and model makers and confronts them with a steep learning curve. The wide variety of alternative technologies and development tools available in this area has a particularly disorienting effect on novices. However, some early experiences suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. To assist design students in acquiring a basic level of programming knowledge, better educational programming tools are still required. It is the intent of this paper to provide designers and educators with a starting point for explorations into this area as well as to report on the development of an educational approach to electronics programming called haptic programming.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2005_2_36_65
id cf2005_2_36_65
authors LIAO Kai and HAN Chia Y.
year 2005
title Collective Pavilions: A Generative Architectural Modelling for Traditional Chinese Pagoda
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 129-138
summary This paper investigates generative architectural modelling for traditional Chinese architecture and aims to explore and extend the potential of adaptive computing for architectural design methods. The design manners analysis of traditional pagodas architectures is made in a holistic view and under historical perspective. We propose a descriptive model and generative system for the design of traditional Chinese pagodas, by which each pagoda is defined as a collection of style-matched and form-coordinated pavilions and described by both topological graphs and variant geometrical units. Our approach models both of the building geometry and space organization/spatial patterns of pagodas separately. The generative mechanism consists of a framework of grammar-based design and parametric, recursive shape computation. Accordingly, the generative algorithm is also made of two levels, the topology of spatial patterns and the shape geometrical parameters that characterize pavilion variations. The algorithm for computing the former is based on GP (Genetic Programming) and the latter GA (Genetic Algorithms). To explore the collective behaviour of a group of pavilions, multi-agent modelling approach is incorporated in composition patterns search. A prototype system, 'glPagoda', using the OpenGL graphics library for rendering and visualization, has been developed and implemented on PC windows platform.
keywords pagoda, grammar-based design, multi-agent modelling, generative design system
series CAAD Futures
email
last changed 2005/05/05 07:06

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_id cf2005_1_84_44
id cf2005_1_84_44
authors ROSENMAN M.A., SMITH G., DING L., MARCHANT D. and MAHER M.L.
year 2005
title Multidisciplinary Design in Virtual Worlds
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 433-442
summary Large design projects, such as those in the AEC domain, involve collaboration among a number of design disciplines, often in separate locations. With the increase in CAD usage in design offices, there has been an increase in the interest in collaboration using the electronic medium, both synchronously and asynchronously. The use of a single shared database representing a single model of a building has been widely put forward but this paper argues that this does not take into account the different representations required by each discipline. This paper puts forward an environment which provides real-time multi-user collaboration in a 3D virtual world for designers in different locations. Agent technology is used to manage the different views, creation and modifications of objects in the 3D virtual world and the necessary relationships with the database(s) belonging to each discipline.
keywords collaboration, multiviews, virtual worlds, agents
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_331
id 2005_331
authors Al-Douri, Firas A., Clayton, Mark J. and Abrams, Robin F.
year 2005
title The Impact of 3D Digital Modeling on the 3D Design Aspects in Urban Design Plans
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 331-340
doi https://doi.org/10.52842/conf.ecaade.2005.331
summary Some experts suggest that urban design plans in US cities may lack adequate coverage of the three-dimensional design aspects of the built environment. 3D digital models may help designers visualize and interact with design alternatives, large urban data sets, and 3D information more effectively, thus correcting this problem. Case studies of recent urban design plans that have used 3D digital models may indicate whether these technologies can increase the quality of the plan. This research discusses the role 3D urban models can play in supporting designers in addressing the 3D design aspects. A literature review focused on reviewing secondary sources to construct or adopt theoretical propositions against which the empirical data can be compared and contrasted. A case study involved investigating the methods with which 3D models have been used in developing a selected urban design plan. The content analysis of the case study refuted the premise that the plan would inadequately address 3D aspects and utilize 3D information, and indicated an effective usage of 3D modeling to analyze and represent most of the 3D and 2D information elements and issues. The results are consistent with a hypothesis that the effective usage of 3D modeling would result in the effective coverage of 3D information and issues. The effective usage of the model’s functionalities has improved the quality of the decision-making process through improving designers’ cognitive capabilities and providing a platform for communicating design ideas among and across design teams.
keywords 3D Modeling; Urban Design Plans; Digital Models; 3D Design Aspects
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2005_1_73_113
id cf2005_1_73_113
authors BARRIOS Carlos
year 2005
title Transformations on Parametric Design Models
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 393-400
summary This paper presents a research in progress in the development of parametric models for generation of complex shapes, and introduces a methodology for exploration of possible designs generated from a single model. The research presents a case study on the designs of the Spanish architect Antonio Gaudi, and takes on the fundamental rules of form generation of the lateral nave columns of the Sagrada Familia temple in Barcelona. A parameterization schema is presented as a fundamental tool for design exploration, which allows the reproduction of the original shapes designed by Gaudi, and the generation of a large set of new designs.
keywords parametric modeling, parametric design, design transformations
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_126
id sigradi2005_126
authors Barrios Hernandez, Carlos Roberto
year 2005
title EVALUATION OF parametric models: TWO PROVISOS FOR THE SAGRADA FAMILIA COLUMNS
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 126-132
summary This paper presents a research in progress in the development of parametric models for geometric manipulation of complex shapes, and introduces a methodology for evaluation of the design instances of a parametric model. The research presents a case study on the designs of the Spanish architect Antonio Gaudi, and takes on the fundamental rules of the form generation of the nave columns of the Expiatory Temple of the Sagrada Familia in Barcelona. The evaluation is done applying two provisos that determine if a shape is part of the design language and is an instance of the parametric model is a Gaudinian design.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2005_634
id sigradi2005_634
authors Burt, Richard; Robert Warden, Ozgur Gonen, Vinod Srinivasan
year 2005
title Digitally Documenting D-Day: The use of Close Range Digital Photogrammetry at Pointe du Hoc
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 634-639
summary This paper describes the progress of a multi-disciplinary team from Texas A&M University to digitally document the command post at one of the most significant historic sites of the D-Day landings: Pointe du Hoc. The methods used to collect survey data for both the production of 2D Historic American Building Survey drawings and for the 3D digital model are described. The processes used to produce the 3D digital model involves collecting survey data using digital photogrammetry and then applying surfaces to that model using modeling software. The results of the first season’s survey work are described and illustrated. Finally, the problems encountered with lighting and the digital photogrammetry processing are discussed and recommendations made for future work.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2005_647
id 2005_647
authors Caldas, Luisa G.
year 2005
title Three-Dimensional Shape Generation of Low-Energy Architectural Solutions using Pareto Genetic Algorithms
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 647-654
doi https://doi.org/10.52842/conf.ecaade.2005.647
summary This paper extends on a previous work on the application of a Generative Design System [GDS] to the evolution, in a computational environment, of three-dimensional architectural solutions that are energy-efficient and adapted to the climatic environment where they are located. The GDS combines a well-known building energy simulation software [DOE2.1E] with search procedures based on Genetic Algorithms and on Pareto optimization techniques, successfully allowing to tackle complex multi-objective problems. In the experiments described, architectural solutions based on a simplified layout were generated in response to two often-conflicting requirements: improving the use of daylighting in the space, while controlling the amount of energy loss through the building fabric. The choice of a cold climate like Chicago provided an adequate framework for studying the role of these opposing forces in architectural form generation. Analysis of results shows that building characteristics that originate successful solutions extend further than the building envelope. Issues of massing, aspect ratio, surface-to-volume ratio, orientation, and others, emerge from the analysis of solutions generated by the GDS, playing a significant role in dictating whether a given architectural form will prove adapted to its climatic and energy requirements. Results suggest that the questions raised by the exploration of form generation driven by environmental concerns are complex, deserving the pursuit of further experiments, in order to better understand the interaction of variables that the evolutionary process congregates.
keywords Generative Design System, Genetic Algorithms, Evolutionary Architecture, Artificial Intelligence in Design, Building Energy Simulation, Bioclimatic Architecture, Environmental Design.
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2005_1_54_91
id cf2005_1_54_91
authors CANEPARO Luca, MASALA Elena and ROBIGLIO Matteo
year 2005
title Dynamic Generative Modelling System for Urban and Regional Design
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 259-268
summary This paper introduces a dynamic generative modelling system for urban and regional design. Through dynamic modelling the system evolves in time according to the interactions of the planners, decision-makers and citizens. On the basis of several synchronous and/or asynchronous user interactions, models are dynamically generated at run time. The models are built by defining the data (datasets) and the actions to perform on that data (tasks). The system reads and correlates data at urban and regional scale from various authorities to generate dynamic datasets. Tasks are especially powerful when they integrate generative procedures in a hierarchical structure. This allows us to model urban and regional dynamics through the interaction of tasks at micro- and macro-scale. Tasks can also implement either Cellular Automata or software agents. We examine the system application to a case project: the simulation of micro- and macro-dynamics in an Alpine valley, with specific challenges to fit competitive and sustainable growth in a landscape quality perspective. The simulation in spatial and temporal dimensions of regional data provided us with the elements to study the territorial evolution over the next twenty years. Four strategies gave as many scenarios highlighting the results of specific policies.
keywords large-scale modelling, participatory design, GIS, software agent, datascape
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_623
id 2005_623
authors Colakoglu, Birgul and Dionyan, Saro
year 2005
title A Parametric Form Generator - ConGen
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 623-628
doi https://doi.org/10.52842/conf.ecaade.2005.623
summary This paper introduces a generative design tool for the early design phases. The tool is a prototype plug-in for 3D studio max, based on 3dmax script language. This plug-in generates form alternatives with symbolic representations. Designer sets max and min size values and positional relation rules for different sub-parts of the whole form. After the generation process designers can apply transformation modifiers and materials built in 3D Studio Max to the picked alternative. And get possible 3D form solutions that meet with the constraints of the design problem.
keywords Generative Design Tools, 3DS Max
series eCAADe
email
last changed 2022/06/07 07:56

_id ijac20053403
id ijac20053403
authors Datta, Sambit; Beynon, David
year 2005
title A Computational Approach to the Reconstruction of Surface Geometry from Early Temple Superstructures
source International Journal of Architectural Computing vol. 3 - no. 4, 471-486
summary Recovering the control or implicit geometry underlying temple architecture requires bringing together fragments of evidence from field measurements, relating these to mathematical and geometric descriptions in canonical texts and proposing "best-fit" constructive models. While scholars in the field have traditionally used manual methods, the innovative application of niche computational techniques can help extend the study of artefact geometry. This paper demonstrates the application of a hybrid computational approach to the problem of recovering the surface geometry of early temple superstructures. The approach combines field measurements of temples, close-range architectural photogrammetry, rule-based generation and parametric modelling. The computing of surface geometry comprises a rule-based global model governing the overall form of the superstructure, several local models for individual motifs using photogrammetry and an intermediate geometry model that combines the two. To explain the technique and the different models, the paper examines an illustrative example of surface geometry reconstruction based on studies undertaken on a tenth century stone superstructure from western India. The example demonstrates that a combination of computational methods yields sophisticated models of the constructive geometry underlying temple form and that these digital artefacts can form the basis for in depth comparative analysis of temples, arising out of similar techniques, spread over geography, culture and time.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
doi https://doi.org/10.52842/conf.ecaade.2005.383
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2005_a_2c_b
id caadria2005_a_2c_b
authors Geeta Arjun
year 2005
title An Agent Facilitated Design Conversation System for Aiding Creative Thinking in Architectural Design
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 216-221
doi https://doi.org/10.52842/conf.caadria.2005.216
summary This paper presents an on-going research aimed at designer support in the conceptual stages of architectural design. It is argued that collaboration plays an important role at every stage of the design process. Extending Schön's seminal theory of 'design as a conversation', the support of the conceptual architectural design process is proposed as a dialogue between the designer and the computational agents wherein the agents adopt the role of design team members. The dialogue is theoretically aimed at triggering the experiential memory of the designer and associating significant experiences from different domains of the design problem to stimulate creative thinking. The paper presents an outline of the proposed model for a design-conversation system implementing computational agents in a blackboard architecture environment.
series CAADRIA
email
last changed 2022/06/07 07:51

_id cf2005_1_52_176
id cf2005_1_52_176
authors GU Ning and MAHER Mary Lou
year 2005
title Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 239-248
summary 3D virtual worlds are networked environments designed using the metaphor of architecture. Recent developments in 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the objects have intelligent behaviours, our research takes a different approach to develop an agent model that is associated with an individual person in the 3D virtual world as a personal design agent. This paper presents a Generative Design Agent (GDA), a kind of rational agent capable of representing a person in a virtual world and designing, implementing and demolishing 3D virtual places based on the occupants' current needs in the virtual world. The core of a GDA's design component is a generative design grammar that is able to capture a style of 3D virtual worlds. 3D virtual worlds designed using the GDA model is another kind of architecture for the "moment".
keywords virtual environments, generative design, interactive design, shape grammars
series CAAD Futures
email
last changed 2006/11/07 07:27

_id ijac20053204
id ijac20053204
authors Han, Seung-Hoon
year 2005
title ARCH:DMUVR - A Working Prototype of a Distributed Collaborative Design System
source International Journal of Architectural Computing vol. 3 - no. 2, 203-226
summary This paper outlines a working prototype which suggests a distributed Computer-Aided Architectural Design (CAAD) system to promote a new model of collaborative design. Recently, there has been a growing interest in distributed CAAD integration due to the needs of direct collaboration among project participants. The potential for the integration of information is expected to have a tremendous impact on architecture and the construction industry. The aim of this research is to provide a new paradigm for a CAAD system by combining research on integrated CAAD applications with recent collaboration technologies. The proposed system has been designed and a prototype implemented to produce enough guidelines to foster interest in the development of future CAAD systems on the Internet. To this end, two different scopes of implementation are evaluated: first, global architecture and the functionality of a distributed CAAD system; and, second, the association of an architectural application to the system.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2005_743
id 2005_743
authors Hofmeyer, Herm, Rutten, Harry and Fijneman, Henk
year 2005
title Improving Design using Autonomous Spatial and Structural Generators
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 743-750
doi https://doi.org/10.52842/conf.ecaade.2005.743
summary During a building design process, a structural designer transforms a spatial design into a structural design and this structural system can be improved by optimisation methods or expert views of other structural designers. The improved structural system allows the architect a new spatial design, which can be transformed or altered again by the architect. This design cycle can be repeated several times and is defined as interaction of spatial and structural design. Case studies are used to demonstrate that this interaction occurs in practice and is needed to improve building quality. This paper presents a program with more or less autonomous spatial and structural generators. Each generator will facilitate one direction in the interaction process. Then using both consecutively leads to a design method that provides interaction between spatial and structural design. For the spatial generator, named “room positioning with structural constraints” a space allocation technique is used including constraints that handle structural boundary conditions. A zone generator based on pattern recognition and shape grammars handle the structural design. A Prolog-2 program was developed to demonstrate the application of the two proposed generators. “Zone generation” is performed per building storey and thus represents a horizontal two-dimensional procedure. Similarly “room positioning with structural constraints” is a planar vertical operation. In future these procedures can be made three-dimensional.
keywords Spatial Design, Structural Design, Interaction, Case Study, Data Model.
series eCAADe
email
last changed 2022/06/07 07:50

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